Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk

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      58. Where is the cost?

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      59. What are your operating costs?

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      60. Did you tackle the cause or the symptom?

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      61. What are you verifying?

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      62. What drives O&M cost?

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      63. What are the costs of delaying Gaming as a service action?

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      64. How to cause the change?

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      65. What are your primary costs, revenues, assets?

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      66. How can you measure Gaming as a service in a systematic way?

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      67. How do you verify performance?

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      68. How do you verify your resources?

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      69. What are the operational costs after Gaming as a service deployment?

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      70. At what cost?

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      71. What details are required of the Gaming as a service cost structure?

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      72. What is the Gaming as a service business impact?

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      73. How are measurements made?

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      74. Do the benefits outweigh the costs?

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      75. What are the estimated costs of proposed changes?

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      76. Are missed Gaming as a service opportunities costing your organization money?

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      77. What evidence is there and what is measured?

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      78. How long to keep data and how to manage retention costs?

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      79. Are there measurements based on task performance?

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      80. How do your measurements capture actionable Gaming as a service information for use in exceeding your customers expectations and securing your customers engagement?

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      81. Do you verify that corrective actions were taken?

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      82. What are the Gaming as a service investment costs?

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      83. What causes investor action?

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      84. Does a Gaming as a service quantification method exist?

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      85. Which measures and indicators matter?

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      86. How will measures be used to manage and adapt?

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      87. How can you measure the performance?

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      88. How do you verify the authenticity of the data and information used?

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      89. How do you measure efficient delivery of Gaming as a service services?

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      90. How will effects be measured?

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      91. When a disaster occurs, who gets priority?

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      92. Are indirect costs charged to the Gaming as a service program?

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      93. What are your customers expectations and measures?

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      94. How do you verify and develop ideas and innovations?

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      95. Where can you go to verify the info?

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      96. Are there any easy-to-implement alternatives to Gaming as a service? Sometimes other solutions are available that do not require the cost implications of a full-blown project?

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      97. What are the costs?

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      98. What does your operating model cost?

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      99. What is the total cost related to deploying Gaming as a service, including any consulting or professional services?

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      100. Does management have the right priorities among projects?

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      101. What harm might be caused?

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      102. What is your Gaming as a service quality cost segregation study?

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      103. What are hidden Gaming as a service quality costs?

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      104. Do you aggressively reward and promote the people who have the biggest impact on creating excellent Gaming as a service services/products?

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